――Going back to the subject of the PC version, could you go over the differences between the PC version and the Xbox One version one more time?
SWERY:
There are a whole bunch of them, but going over the most characteristic differences, first off the Kinect was totally phased out. From there, we tuned the entire thing to work with mouse-based controls. And of course, we’ve reworked everything from the button response to the onscreen UI design to fit that. After that, for the PC version―and this is for those running on the recommended specs, but―we made it run at 60fps. It’s more clear than the Xbox One version, and I don’t know―it’s just a drama-based game, but it looks really nice and clear. Yeah. I don’t really know what it is, but I’m like “’60’ is really awesome,” you know?
I’ve played through the Xbox One version a lot, but stuff I didn’t notice at the time, like characters moving around in the background and swaying trees and the like, they’re so clearly visible now that you really notice it. That, and for the Xbox One version we had some DLC that was available for free for a limited time only, like clothes and costumes, and for the PC version these are all included from the get-go. We’ve retuned everything so that you can get a variety of in-game rewards by working on extra cases or going shopping.
Let’s see, what else… One more thing that’s specific to PC users that I actually learned after deciding to work with PLAYISM, was screen resolution and turning dynamic shadows on and off, stuff like that. I was told that those settings would be absolutely necessary for PC users, and I had no idea so we sort of rushed to add all of that in as well.